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Loving it, but I'm going to have to stop for now because the gate zone has some issues. 

When the wall falls and your soldiers move to the bridge they don't move back when the wall is repaired at the start of the wave due to regen, so you have to move them back manually or just concede the wall entirely - which results in your screen jumping as soon as it does fall, which gets annoying fast.

When you do place your soldiers on the bridge, they get shuffled at the start of the wave, which would be annoying by itself, but they often end up in invalid positions and get deleted when you retreat (or sometimes between waves, it seems to happen somewhat randomly)

The garrison tab gets buggy sometimes and often closes itself instead of purchasing an upgrade - this happens more frequently the more that's going on on-screen, and gets particularly bad if there's a lot of screen shake (which I disabled for this reason)

Ranged enemies also seem pretty random in where they are stopping to fire at the wall - I've had archers walk nearly up to the wall itself sometimes and stop halfway across the field where only my Trebuchets can reach them other times.

Windcallers trivialize the game after the gate falls. Just a few of them can hold off the waves indefinitely due to the narrow area. One fix could be adding a small amount of knockback resistance (<1%) to an enemy unit each time they are affected by knockback, resulting in them eventually pushing through if you don't have enough dps.

Hi CrovaxII, thank you, this is one of the most useful reports I got. Most of it is fixed in v0.5.15 / v0.5.16:

- Soldiers on the bridge are no longer shuffled or lost when the wall falls. Your army stays where you put it.

- The garrison drawer no longer closes itself in busy assaults.

- The view slides into the courtyard more calmly when the wall falls, so less jumping.

- Skeleton archers now stand off and fire, and stop once something answers them, so where they stop should feel much less random.


Windcallers: fair point, the narrow gate makes knockback too strong. I like your stacking knockback resistance idea, I'm looking at it for the next balance pass.


You're on the credits page: https://marrowmarch.com/credits/ Let me know if the gate zone feels better now :)